Seeing how the community feels that the game has a lot of fuzzy math and that the developers are willing to listen to ideas, I have one that I would like to put forward concerning population. It would be set up like a tooltip When you hover your mouse cursor over the planet's pq in the planet view, the tooltip would pop up saying The max population this planet can hold is #### If taxes and morale dont change, the max population is #### with an approva
Andy06r
Another option you have is to upgrade your leftover colony ships to freighters for ~300 gold. A quickie freighter right when you research/trade for trade is useful and saves you the time from building it.
bump cause i think this is an important issue
The building doesnt exist...hopefully it gets fixed
population does affect morale. I have really high taxes early on and sometimes I forget to lower taxes after I colonize a planet and that planet has 30% approval and threatens to rebel. That, and if you get invaded infomration warfare will buy off a ton of your citizens.
If you go to upgrade ships, the cost to "upgrade all" is VASTLY larger then the cost ot upgrade individual ships. This is easy to test... 1) Start a new game and buy a colony ship, dont move your starting one (incase distance has anything to do with cost) 2) End turn, launch colony ship 3) Go to the upgrade screen for the colony ship, click constructor. On my difficulty level it says 552 bc 4) Click "upgrade all". The cost to upgrade both colony ships on my
The cargo hull has one hit point...
I just think its odd that the computer lets a pq 18 go to waste and lets it sit at 5 billion...that planet just screams "grow me and make tons of tax money"
Im playing on tough and I've yet to see a farm...the ai population grows to a point and then flattens out for the duration of the game. Ive played games on normal, challenging, and tough and i have NEVER seen a farm...the fact that some ppl are getting farms and others dont is confusing me. I see pq 18's with 5 b ppl also.
I had a game where a UN resolution was to build a prison on one of the planets. Several turns later, there was a message of a prisonbreak at New Iconia and that the prisoners had commendered some ships and there was suddenly a big hole in the Iconian influence...it was really cool (though I never saw the ships myself)
Everyday I get on these forums looking for an answer to this specific question and it never comes up. Why doesnt the ai build farms? This game gets rediculously easy because the lack of population makes the ai poor and very easy to invade. All you have to do is cut off their trade and hurt their influence and they go broke. I was playing on tough, large map, all ai's with only 3 planets (bad corner start) and I was able to pass up the drengin in population. They had 12 p
Is it possible to recover the default racial abilities? Cause not knowing any better, I wiped out the yor loyalty bonus and I want it back...if I press clear all i get is miniturization and logistics.
In a recent game, I had a fleet of 4 ships. I then broke the fleet into 1 ship and 3...i sent the one to go kill a scout and then i was gonna send the remaining 3-ship fleet to an undefended starbase. I moved the one fighter, and the scout died. I then moved him again to use up his remaining move points. However, this time his old fleet of 3 fighters tried to move with him (even though it was clearly no longer attached to the fleet). I had to reload because I couldn't afford to leave that s
I've been looking for a discussion on this and I haven't seen one, so forgive me if I repeat someone elses thread. I just played a game at challenging difficulty (all ai's are bright) and won by influence. I noticed my population was miles ahead of everyones and when I got advanced espionage on everyone I noticed that none of the AIs had built farms. Planets with quality 16 were capped at 5 billion people. I could understand the ai not building farms on easier difficultie
I reread the manual and I noticed something. In galciv1 when you built manufacturing or research buildings part of the bonus production was taxfree...every 3rd industrial production was a freebie and every 2nd research was a freebie. The devs said they did this to reward players for building industrial buildings and to not break the science starbase resource. The manual didn't state this so I assume it got taken out...why? What the point of building mines/labs now if all